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Very simple and krump-y. Liking these rules!

 

Good to see Makari kept his 2+ invuln, keeping the title of "Luckiest git wot eva lived"

I love/hate that little scamp :sweat:

7 minutes ago, skylerboodie said:

Ghaz and Makari have the same toughness? That doesn't sound right.

 

It's the way they are going with units are leaders with matching their toughness for balance reasons, Abaddon is T5 because the unit he can join is T5. I assume Meganobs will be T6. It is kind of assumed now that if you are taking Leader characters you kind of want to take their unit too.

Edited by Bradeh

Largely unchanged, Waagh effecting all units and being simplified is nice and easy to remember. Beast Snagga Boyz are looking really nice. It would have been nice for Ghaz to have a sweep style attack like other big leaders, but it is what is there.

 

The only thing annoying is that they previewed Stompa weapons and literally nobody uses them.

5 minutes ago, zero888 said:

The only thing annoying is that they previewed Stompa weapons and literally nobody uses them.

Perhaps the hope is that with the new rules more people will use them from now on. We didn't see the whole profile or their points, maybe they are more appealing this time round. The Stompa was such an awesome model when it was released and I played quite a few games against them back in the day, would be a shame if they still don't see much of the table top.

5 hours ago, Burni said:

Beast Snaggas have lost their inv but get a FNP instead - not a bad trade that.

 

zo94mr276n1b1.png?s=852503b5cd0ba367da79

 

Stolen meme, but had to be used. 

Edited by Lord Marshal

I am not entirely sure how I feel about the new Waaagh rule. Yes it is simpler and can be used at the start of the battle round, not to mention, that you don't need a Warboss to use it.

But it only provides the bonus for 1 battle round and nothing more. When I compare this with other faction rules, who get a bonuses for the whole game, I am not sure it is such a good deal

 

Last but not least it pushes Orks entirely into melee, there is nothing to gain for shooty Ork armies.

9 minutes ago, Brattak said:

I am not entirely sure how I feel about the new Waaagh rule. Yes it is simpler and can be used at the start of the battle round, not to mention, that you don't need a Warboss to use it.

But it only provides the bonus for 1 battle round and nothing more. When I compare this with other faction rules, who get a bonuses for the whole game, I am not sure it is such a good deal

 

Last but not least it pushes Orks entirely into melee, there is nothing to gain for shooty Ork armies.


Yeah, I mean Waaagh! has always only lasted 1 battle round (minus the lingering Inv we got with the revamp at the end of 9th that) and it's always been melee focused. So it stays with the flavor and history of the faction. It's way more flexible now though. For instance, I typically run a Dread Waaagh! led by a Big Mek in Mega Armor, I technically haven't been able to even call a Waaagh! for years. Thankfully I play casual games with friends who let me tweak the rule. Now I can just play as written.

And being able to call a Waaagh in the middle of your opponent's Battle Phase can be a useful upset, they are all ready to strike and suddenly your troops have an invul save and hit harder. Though I doubt most people will do that as we really want to use it for our Advance and charge to make sure we get stuck in.

I'm hoping once the codex come out we have a detachment with rules that gives a boost to shooty armies, dread armies, buggie/bike armies, etc.

The Beast Snagga Boys having a Feel No Pain 6+ does make me somewhat hopeful that Plague Marines get something too when the index drops.

Otherwise it's just a straight up "screw you" to Death Guard players.

Edited by DemonGSides

Enjoy these! They seem like a lot of fun as a starter for 10th Ed greenskins. Yes, their special ability only lasts for a round, but it's a doozy of a round if you can time it with a lot of charges.

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